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Medic (LWR)

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    Medic

The Medic is a versatile support class. Their signature ability is Field Medic, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.

Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
Class-Limited items: None.


Abilities

Rank Ability

Specialist
Field Medic
Field Medic
Field Medic
Grants 2 free medikits. Medikits heal +1 HP (+2 if an idle Engineer is within 4 tiles). Stabilization costs 0 AP and no longer consumes a medikit.

Lance Corporal
Sentinel
Sentinel
Sentinel

Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.

Opportunist
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.
Will To Survive
Will To Survive
Will To Survive
Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast.
Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
Smoke and Mirrors
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.

Corporal
Close Combat Specialist
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
Ranger
Ranger
Ranger

Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads.

Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.

Sergeant
Rapid Fire
Rapid Fire
Rapid Fire

Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance.

Ready For Anything
Ready For Anything
Ready For Anything

At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim.

Combat Drugs
Combat Drugs
Combat Drugs

Smoke grenades grant +25 aim and +15 crit. On detonation, if this unit is in the Area of Effect, they Enrage. Smoke grenades also passively heal 2 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke.


Tech Sergeant
Savior
Savior
Savior
Medikits heal an additional 35% of the target's missing HP. Grants +1 small equipment slots. Grants Revive [Bring a stabilized soldier back into action at 33% of their max HP for the cost of 1 medikit and 0 AP].

Gunnery Sergeant
Regen Biofield
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.
Shadowstep
Shadowstep
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn.

Master Sergeant
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Packmaster
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +0-1 (50%) +4-12 +0.6 +4-12
   Lance Corporal +0-1 (10%) +1-3 - +1-3
   Corporal +0-1 (10%) +1-3 - +1-3
   Sergeant +0-1 (10%) +1-3 - +1-3
   Tech Sergeant +0-1 (10%) +0-2 - +0-2
   Gunnery Sergeant +0-1 (10%) - - -
   Master Sergeant - - - -
Total Health
+0-6
Aim
+7-23
Mobility
+0.6
Will
+7-23

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +1 +8 +0.6 +8
   Lance Corporal - +2 - +2
   Corporal - +2 - +2
   Sergeant - +2 - +2
   Tech Sergeant - +1 - +1
   Gunnery Sergeant - - - -
   Master Sergeant - - - -
Total Health
+1
Aim
+15
Mobility
+0.6
Will
+15

Tactical Advice

Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: Field Medic healing squad, Tactical Support providing cover and defense or the Battle Medic providing fire support. If you choose to be a purist in a role or a jack of all trades it's up to you.

Sample Builds

Overwatch Medic

This straightforward build uses the combination of Sentinel and Ready for Anything to bring reliable reaction fire to the field. Ready for Anything grants free Overwatching as long as the Medic does not move and increases the stagger chance of all reaction fire. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to Vital Point Targeting or Ranger. The inherent utility of Field Medic is a boon to the squad during downtimes or even in combat if teammates can stay close so the Medic doesn't have to move to heal them.

Sample Overwatch Build: Sentinel -> Ranger or Vital Point Targeting -> Ready for Anything-> Savior -> Any -> Bring 'Em On

Sentinel
Sentinel
Ranger
Ranger
Vital Point Targeting
Vital Point Targeting
Ready For Anything
Ready For Anything
Savior
Savior
Regen Biofield
Regen Biofield
Sharpshooter
Sharpshooter
Shadowstep
Shadowstep
Bring 'Em On
Bring 'Em On

Recommended Weapons: Battle rifle, Assault Rifle
Recommended Equipment: Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers, Special ammo.

Notes:

  • This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.
  • Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items. Ready For Anything lets you use a Psi ability while still Overwatching as well.
  • The GSGT perk is very flexible:
    • Grit increases the Medic's survivability by a lot and can create an effective offtank with platings and Psi Defender.
    • Sharpshooter is a generic aim increase against bios, which is always appreciated.
    • Shadowstep gives you more flexibility to move if pinned by opposing Overwatch, and gives you extra crit for your manually activated Overwatch afterwards.

Support Medic

The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to Smoke and Mirrors. Combat Drugs offers a welcome upgrade to regular Smoke grenades, healing units taking damage while inside the drug-laced smoke. Finally, this build has next to no offensive power by itself and must rely entirely on the one brought by the rest of the squad.

Sample Support Medic Build: Smoke and Mirrors -> Extra Conditioning or Ranger -> Combat Drugs -> Savior -> Grit or Shadowstep -> Packmaster.

Smoke and Mirrors
Smoke and Mirrors
Extra Conditioning
Extra Conditioning
Ranger
Ranger
Combat Drugs
Combat Drugs
Savior
Savior
Regen Biofield
Regen Biofield
Shadowstep
Shadowstep
Packmaster
Packmaster

Recommended Weapons: Arc Rifle, SMG, Carbine
Recommended Equipment: Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.

Notes:

  • Ranger can be picked over Extra Conditioning for a tiny bit more offensive presence and a nice throw range increase.
  • Smoke And Mirrors and Shadowstep allow complete immunity to reaction fire as far as this build is concerned (but you will still get shot if using Medikits!).
  • Grit can create a potent offtank if paired with a plating or Psi Defender.
  • A good candidate for psi training for even more support options.
  • Also works well as an Officer, due to the stats and added support potential.

Tank Medic

An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. Rapid Fire gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.

Sample Tank Medic Build: Will To Survive -> Extra Conditioning or Ranger -> Rapid Fire -> Savior -> Grit -> Bring 'Em On

Will To Survive
Will To Survive
Extra Conditioning
Extra Conditioning
Ranger
Ranger
Rapid Fire
Rapid Fire
Savior
Savior
Regen Biofield
Regen Biofield
Bring 'Em On
Bring 'Em On

Recommended Weapons: Shotgun, SMG, Arc Rifle
Recommended Equipment: Platings, Medkits, Psi Defender, Utility, Damage-increasers.

Notes:

  • Extra Conditioning and Ranger are the defensive and offensive sides of the same coin. Using a tank without extra armor HP is quite risky until Grit is reached, however..
  • Rapid Fire Arc Rifles are quite powerful for busting mechs, but cannot be employed until Elerium Batteries is acquired due to the lack of ammo.
  • Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.
    • Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.

See also